Experimental Results of Using 4D C-Steam Educational Materials in Primary Education
DOI:
https://doi.org/10.70088/dj8jkz10Keywords:
primary education, visual arts, design technology, steam education, instructional materialsAbstract
Numerous studies conducted internationally have demonstrated that STEAM education has significant potential to develop essential skills required in the twenty-first century. Similarly, Mongolia has been exploring and experimenting with various approaches to implementing this educational paradigm in different learning contexts. However, in Mongolia, students may not have sufficient opportunities to fully benefit from educational practices that foster critical thinking, creativity, and problem-solving skills. This deficiency may adversely affect their ability to make informed career choices in the future and to meet the competencies required in the modern workplace after graduation. A considerable emphasis has been placed on the use of instructional materials within the content of Mongolia's general education curriculum. Nevertheless, the practical use of these instructional materials remains limited due to various factors, including their appropriateness to the learning content, compliance with strict requirements, effective utilization, health and safety standards, availability, dissemination, and overall accessibility. Therefore, this study aims to integrate 4D C-STEAM instructional materials into primary education through the specific content of the Visual Arts and Design and Technology curriculum. The study presents and discusses the comprehensive results of an experimental study conducted by implementing these innovative instructional materials in accordance with the core objectives and content of the primary education curriculum, ultimately highlighting their effectiveness in enhancing student engagement and learning outcomes.References
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Copyright (c) 2026 Sereeterdorj Dugerparchaa (Author)

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